#ifdef GL_ES
precision lowp float;
#endif

varying vec4 v_fragmentColor;
varying vec2 v_texCoord;

void main()
{
	vec4 shadowOp = vec4(0.0,0.0,0.0,0.5);
	float shadowMask = texture2D(CC_Texture0, v_texCoord).a;
    gl_FragColor = shadowMask * shadowOp;
}